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I-Shayz-I
I-----I
3214
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Posted - 2014.04.30 21:14:00 -
[1] - Quote
Amarr Sentinel has two high slots, but I want to know if anyone has found extenders to be much more effective than my usual damage mods.
Reason why is that someone gave me a convincing argument today. Because HMGs are projectile they do much less damage to shields. This means that if your amarr heavy is supposed to be a counter for other heavies (i.e. the 15% reduction to projectile weapons at proto), then you might as well make their lives even more difficult by tanking your shields too.
I don't use shields because of the slow regen on Amarr...basically if you're constantly in combat you're never going to be able to use that extra shield base because you'll never regen it back fast enough.
What's your opinion?
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Chunky Munkey
Amarr Templars Amarr Empire
4046
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Posted - 2014.04.30 21:16:00 -
[2] - Quote
I didn't think they'd be that good.
They're awesome.
No.
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KryptixX
Imperfects Negative-Feedback
468
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Posted - 2014.04.30 21:22:00 -
[3] - Quote
I find going 1 and 1 is the best of both worlds. the second damage mod only gives you ~2% damage anyway. |
Derrith Erador
Fatal Absolution Dirt Nap Squad.
1702
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Posted - 2014.04.30 21:22:00 -
[4] - Quote
I use both.
The lone monk who traverses the treacherous worlds of New Eden in search of panty dropper songs.
Amarrican to the core.
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Awry Barux
Ametat Security Amarr Empire
2428
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Posted - 2014.04.30 21:28:00 -
[5] - Quote
IMO it depends on how good your gun game is. If you're quicker and better at tracking than most of your opponents, you'll get more mileage out of damage mods. If not, you'll get better results with shield extenders.
Nerdier than thou
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Nocturnal Soul
Immortal Retribution
3089
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Posted - 2014.04.30 21:33:00 -
[6] - Quote
Damage
Its alright everyone, no need to worry it's just an Amarr scout :(
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1st Lieutenant Tiberius
0uter.Heaven
1678
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Posted - 2014.04.30 21:33:00 -
[7] - Quote
DMG Mods
The Sinwarden
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Vitharr Foebane
Heaven's Lost Property Dirt Nap Squad.
1089
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Posted - 2014.04.30 21:50:00 -
[8] - Quote
DMG mods still work pretty good on the HMG.
Amarr: Sentinel V Scout V Assault IV Commando IV Logistics III
I place my faith in my God, my Empress, and my Laz0r
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Miokai Zahou
The Southern Legion Final Resolution.
218
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Posted - 2014.04.30 22:06:00 -
[9] - Quote
Shield extenders are way better than the damage modes trust me on this one. My basic fit can out last a proto geared sentinel and keep going.
Noob isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.
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Rusty Shallows
Caldari State
1717
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Posted - 2014.04.30 23:41:00 -
[10] - Quote
You people and your sickening obsession with proto Frames.
I'd go all Damage. Anyone who survived the dark months as a Sentinel will be making good use of cover or vehicles so out-DPSing a strong target would be more valuable.
Forums > Game: So here is a cookie and a Like. Please keep posting.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2784
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Posted - 2014.04.30 23:50:00 -
[11] - Quote
Sentinel is one of the few situations in which there is any real merit to dual damage mods nowadays. I only use my Templar sentinel personally with one damage mod. I would consider one extender if it had 2 highs but 2x dmg mod is very tempting considering it's an armor suit.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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DeadlyAztec11
Ostrakon Agency Gallente Federation
5277
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Posted - 2014.04.30 23:50:00 -
[12] - Quote
Shields. The math is sound.
Taco Cat backwards is still Taco Cat a¦Ñ_a¦Ñ
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Lorhak Gannarsein
Science For Death
3140
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Posted - 2014.05.01 00:19:00 -
[13] - Quote
I actually fit one damage and an energiser.
Weird, huh?
ak.0 // 4 LYFE
I am the Lorhak // I speak for the trees.
Jason Person for CMP!
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Trenix Keltron
Onuoto Uakan Huogaatsu Lokun Listamenn
187
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Posted - 2014.05.01 00:22:00 -
[14] - Quote
I would go for damage mods since its a Amarr Sentinel. On my advanced Caldari Sentinel, I have two shield extenders and a damage mod. That's just an experiment I'm running. I usually have a regulator on the third high
OUKH corporation recruitment active. Initiate enlistment protocols. The future is now
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Scheneighnay McBob
T.R.I.A.D Ushra'Khan
4984
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Posted - 2014.05.01 00:24:00 -
[15] - Quote
Damage mods or shield recharger.
/timetravel
Best thread of all time
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Vitharr Foebane
Heaven's Lost Property Dirt Nap Squad.
1093
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Posted - 2014.05.01 00:28:00 -
[16] - Quote
Trenix Keltron wrote:I would go for damage mods since its a Amarr Sentinel. On my advanced Caldari Sentinel, I have two shield extenders and a damage mod. That's just an experiment I'm running. I usually have a regulator on the third high regulator is a low slot you sure you dont mean recharger or energizer?
Amarr: Sentinel V Scout V Assault IV Commando IV Logistics III
I place my faith in my God, my Empress, and my Laz0r
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I-Shayz-I
I-----I
3214
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Posted - 2014.05.01 00:47:00 -
[17] - Quote
So after a bit of testing shields I do like them better. Debating whether I run an energizer or not.
Links:
7162 wp with a Repair Tool!
I make logistics videos!
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Trenix Keltron
Onuoto Uakan Huogaatsu Lokun Listamenn
188
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Posted - 2014.05.01 00:52:00 -
[18] - Quote
Vitharr Foebane wrote:Trenix Keltron wrote:I would go for damage mods since its a Amarr Sentinel. On my advanced Caldari Sentinel, I have two shield extenders and a damage mod. That's just an experiment I'm running. I usually have a regulator on the third high regulator is a low slot you sure you dont mean recharger or energizer?
Thank you for the correction. Recharger it is.
I-Shayz-I wrote:So after a bit of testing shields I do like them better. Debating whether I run an energizer or not.
It wouldn't hurt.
OUKH corporation recruitment active. Initiate enlistment protocols. The future is now
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Vitharr Foebane
Heaven's Lost Property Dirt Nap Squad.
1094
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Posted - 2014.05.01 00:52:00 -
[19] - Quote
I-Shayz-I wrote:So after a bit of testing shields I do like them better. Debating whether I run an energizer or not. You sir are a heretic and should at least try to sound a little guilty about defiling that poor suit T^T
Amarr: Sentinel V Scout V Assault IV Commando IV Logistics III
I place my faith in my God, my Empress, and my Laz0r
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I-Shayz-I
I-----I
3214
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Posted - 2014.05.01 00:59:00 -
[20] - Quote
Vitharr Foebane wrote:I-Shayz-I wrote:So after a bit of testing shields I do like them better. Debating whether I run an energizer or not. You sir are a heretic and should at least try to sound a little guilty about defiling that poor suit T^T
I have an identity crisis when it comes to Amarr/Minmatar items. I like the CR, Mass Driver, Min Logi, Minmatar Sentinel But I also like the SR, Laser Rifle, Amarr Assault, and Amarr Commando
:/
At least I use damage mods on my Amarr Assault. When it comes to the Scrambler you have to run damage mods to be even slightly effective against players running armor.
Links:
7162 wp with a Repair Tool!
I make logistics videos!
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Nothing Certain
Bioshock Rejects
567
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Posted - 2014.05.01 01:02:00 -
[21] - Quote
I-Shayz-I wrote:Amarr Sentinel has two high slots, but I want to know if anyone has found extenders to be much more effective than my usual damage mods.
Reason why is that someone gave me a convincing argument today. Because HMGs are projectile they do much less damage to shields. This means that if your amarr heavy is supposed to be a counter for other heavies (i.e. the 15% reduction to projectile weapons at proto), then you might as well make their lives even more difficult by tanking your shields too.
I don't use shields because of the slow regen on Amarr...basically if you're constantly in combat you're never going to be able to use that extra shield base because you'll never regen it back fast enough.
What's your opinion?
Why wouldn't you try shield regenerators then? The extenders won't make much of a difference as a percentage of your hp, but getting shields back quicker will help you save your armor.
Because, that's why.
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Nothing Certain
Bioshock Rejects
567
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Posted - 2014.05.01 01:07:00 -
[22] - Quote
Lorhak Gannarsein wrote:I actually fit one damage and an energiser.
Weird, huh?
That was going to be my suggestion. I just recently started really looking at them. Damage mods aren't worth stacking and on high HP fits Shield Extenders don't give much benefit.
Because, that's why.
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
1205
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Posted - 2014.05.01 01:07:00 -
[23] - Quote
Range is also a factor. Damage mods can help compensate for the damage dropoff of the HMG.
I keep going into matches and finding Cal Sentinels able to destroy outside of standard HMG range because I assume they're stacking damage mods over shields. I'd be interested to find out
"The air smells damp and oppressive, like a wet nun"
"Why am I talking to a lightbulb? Illuminate me"
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I-Shayz-I
I-----I
3214
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Posted - 2014.05.01 01:08:00 -
[24] - Quote
Nothing Certain wrote:
Why wouldn't you try shield regenerators then? The extenders won't make much of a difference as a percentage of your hp, but getting shields back quicker will help you save your armor.
The reason I made this post is because I was just in a match where I kept getting melted by basic HMGs as I was spawning in before I even had a chance to use my damage mods very long. After I changed to a dual shield extender fit I no longer had any issues killing heavies when at full shields, but had more issues with regen.
So yes the shield energizers would work, but if you use two you're sacrificing a very large amount of shield base, negating the main problem I'm having. My best bet seems to be to use one energizer to make use of my shields more, and one extender to negate the penalty of the energizer. While it might not give me as much resistance as two extenders, having a slow regen prevents me from being at full shields to make use of that extra shield buffer.
Links:
7162 wp with a Repair Tool!
I make logistics videos!
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Killar-12
OLDSPICE. Top Men.
2729
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Posted - 2014.05.01 01:10:00 -
[25] - Quote
DMG
How to Leave PC
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I-Shayz-I
I-----I
3214
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Posted - 2014.05.01 01:15:00 -
[26] - Quote
Broonfondle Majikthies wrote:Range is also a factor. Damage mods can help compensate for the damage dropoff of the HMG. I keep going into matches and finding Cal Sentinels able to destroy outside of standard HMG range because I assume they're stacking damage mods over shields. I'd be interested to find out
While damage mods do increase range in terms of damage, the only time I'm ever using my Amarr sentinel is in a CQC city map against a bunch of other heavies.
I also use a bolt pistol, which allows me to weaken heavies before they can get within 30 meters to start dealing damage with their HMGs. Range isn't much of an issue for me.
The bullet spread decrease is much more of a factor than the damage, as holding down the fire button decreases you spread and increases the amount of rounds that hit your target at range. It could also be the fact that caldari sentinels have a huge shield buffer before you can get down to their armor, so by the time they're already eating at your armor with prof bonus damage, you're still being resisted by their shields.
Links:
7162 wp with a Repair Tool!
I make logistics videos!
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Vitharr Foebane
Heaven's Lost Property Dirt Nap Squad.
1094
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Posted - 2014.05.01 01:40:00 -
[27] - Quote
I-Shayz-I wrote:Vitharr Foebane wrote:I-Shayz-I wrote:So after a bit of testing shields I do like them better. Debating whether I run an energizer or not. You sir are a heretic and should at least try to sound a little guilty about defiling that poor suit T^T I have an identity crisis when it comes to Amarr/Minmatar items. I like the CR, Mass Driver, Min Logi, Minmatar Sentinel But I also like the SR, Laser Rifle, Amarr Assault, and Amarr Commando :/ At least I use damage mods on my Amarr Assault. When it comes to the Scrambler you have to run damage mods to be even slightly effective against players running armor. It's all good. while I don't RP I do appreciate faction loyalty (see sig for more info)
Amarr: Sentinel V Scout V Assault IV Commando IV Logistics III
I place my faith in my God, my Empress, and my Laz0r
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MINA Longstrike
627
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Posted - 2014.05.01 01:44:00 -
[28] - Quote
KryptixX wrote:I find going 1 and 1 is the best of both worlds. the second damage mod only gives you ~2% damage anyway.
It gives you more than that if you're using 2 complex. The penalty for a second damage mod is only 87%, which means that a complex damage mod would sit at about 4.4% efficiency (but remember the effects of these are multiplicative, not additive which would make the total amount from 2 damage mods 9.56%).
How stacking penalties work, with a handy calculator
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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